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Certain Territories contain symbols, which provide bonuses to the

side controlling them:


A Castle represents the seat of a High Lord, where
troops can be rallied by the force in controlling the
Territory. If you control all four Territories with Castles
on the map, you win the game, but if the King ever
controls your Castle, you lose.
Wheat represent that a Territory produces a lot of food.
Armies have to eat, so there is a limit on the number of
Forces you may have in any one Territory, equal to the
number of Wheat symbols in Territories you control.
e.g. if you control Territories with a total of four Wheat
symbols, you may have a maximum of four Forces in
any Territory. If you ever have more Forces in a
Territory than you control Wheat symbols, you must
immediately remove the excess Forces.
Bugles are used in Battles to determine the victor, and
By Barny Skinner the defender of a Territory with printed Bugles will gain
that number of Bugles in Battles when attacked in that
Territory, making them harder to defeat. See Battles
A Solitaire Card-Driven Wargame - 30 Minutes for more information.
King Alric is mad, everyone knows that; a rusty mind on a rusty Likewise, Shields are also used in Battles, and the
throne. As the heir to Prydon's northern highlands, the troubles of
court are far away for you until the King has your father executed for defender of a Territory with Shield symbols will benefit
a treason he didn't commit. Pledging to end his reign, you march to from that many extra Shields in Battles when they are
war. The other Lords of the land stand with the King for now; no attacked in that Territory, making the defenders harder
matter, you will take their castles by force. The King has more men, to kill. See Battles for more information.
more resources and more power, but you have friends at court, spies
who can influence the King's military decisions. Perhaps that will be The numbers in each Territory are used for the King's Actions, to
enough, if the flames of heaven will it. determine the order and priority with which each Territory will be
A Rusty Throne is a solitaire card-driven wargame, where you play selected. See King's Actions for more information.
as a northern Lord rebelling against the despotic rule of the King,
rallying troops, moving armies to war and seeking to capture all three Action Cards
other castles on the map to bring an end to Alric's reign of terror. Bugles Swords Shields
Components
A Rusty Throne is a Print-and-Play game, consisting of the following
components:
l This rules document
l A map of the Kingdom of Prydon, to be printed on A4 or
Letter sized paper or card
l 18 Action Cards, used to control both the player's and the
King's forces, and to determine the results of Battles
l 9 Hard Action Cards with a Skull icon, any number of which
may be added to the deck to increase the game's difficulty.
l Additionally, you will require 20 small cubes, pawns or other
markers, in two colours, 10 of each, to represent the Forces
under the control of you and the King.
The Map

King's Action Command Points Priority

Action Cards contain various symbols, because they are used in


various ways.
Along the top are symbols for Bugles, Swords and Shields, with 0-3
of each, which are used in Battles. See Battles for more information.
In the centre of the card is the King's Action, which determines what
the King will do in the turn the card is played. The various symbols
used are explained under King's Action below. Some cards have
two King's Actions, which happen one after the other.
The flags along the bottom represent the number of Command
Points you will be able to use in the Player Action phase when this
card is played.
The arrow at the bottom right shows the Priority of the card; Rising
(pointing up) or Falling (pointing down), which is used in the King's
Action and Battle phases to determine order Territories are selected,
The map shows a representation of the entire island Kingdom of and to determine movement directions for the King's Forces.
Prydon, which is split into 9 Territories, numbered from 1 to 9. Each
Territory borders several other Territories, and Forces may move Hard Action Cards are Action Cards marked with a Skull symbol
from one Territory to adjacent ones during the game. If either you or above the Command flags. You may choose to include any number
the King have Forces in a Territory, that Territory is controlled by that of these in the deck for a game to increase the difficulty. During the
side, gaining any benefits of symbols printed in it. If Forces from the game they function identically to any other Action Card. Any Hard
other side move into a controlled Territory, a Battle will take place. Action Cards not shuffled into the deck at the start of the game are
put aside and not used.
Object of the Game King's Action
The goal of the game is to control all four Castles on the map. If you You must now resolve the King's Action from the card played. If the
ever lose your home Castle, the game is over and you have lost. card has more than one King's Action, resolve the top Action first,
followed by the bottom Action.
Important Concepts
The symbols for the King's Actions fall into three types: King's
Each card contains a priority arrow, which determines the order Rallying, King's Movement and Uncertain Orders.
Territories are cycled through for the King's Action, and to determine
ties for the King's Movement when there are two equidistant options. King's Rallying
An upwards arrow represents Rising Priority, starting at the lowest
numbered territories and working upwards, and a downward arrow
denotes Falling Priority, starting at the highest numbers and falling.
Thus Rising Priority will cycle through Territories from 1 to 9, and
Falling from 9 to 1.
If a card has two King's Actions, the first Action is completed in its The Banner symbol represents King's Rallying, where the King calls
entirety before the second is resolved. his banners, raising new armies at Castles he Controls. To resolve
The King always has a maximum Force limit of 5 Forces per Teritory; King's Rallying, go through each Territory with a Castle Controlled by
if he ever has more than this in one Territory the excess are the King in Priority order (1 to 9 for Rising or 9 to 1 for Falling), and
immediately removed. Your Force limit varies depending on the add a single extra King's Force at each. If you run out of Forces in
number of Wheat symbols in Territories you control, as explained in the King's colour, as they are all on the Map already, nothing further
The Map above. happens.
Any time the deck of Action Cards is empty, immediately shuffle the Remember the King has a maximum Force limit of 5, so do not add a
discard pile to form a new deck. Likewise, whenever your hand of Force to a Territory if there are already 5 Forces in that Territory.
Action Cards is empty, immediately draw a new hand of 5 cards. If both the King and you have Forces in the same Territory with a
You do not draw new cards until you have played your whole hand, Castle, the King will not Rally Forces there.
so every card you draw must get played at some point, though you
will be able to discard some of them in Battles. King's Movement
A Territory is considered Controlled if a one side has Forces in it.
During the King's Actions any Territories with both sides' Forces will
remain under your control, and during Player Actions they will remain
under the King's Control, until Battles resolve the ownership of the
Territories.
Setup
Place the Map on the table, with 2 cubes/pawns/counters (Forces) of
one colour in Territory 1 for your starting Forces, and 2 Forces of the
other colour in each of the Territories 3, 7 and 9, to represent the
King's starting Forces. King's Movement is represented by an arrow pointing towards a
symbol. This means that the King's Forces will move towards the
Shuffle the Action Cards (including as many Hard Action Cards as closest instance of that symbol, with the Helmet symbol representing
you wish to make the game more challenging and place them face your Forces; these three symbols can therefore be read respectively
down to form a deck, and draw a hand of 5 starting cards. as:
Turn Structure Move towards closest Castle
Turns are structured as follows: Move towards closest Wheat
l Player Card Phase Move towards closest Player Forces
m Play Action Card The procedure to resolve the King's Movement is as follows:
m King's Action l Work through all Territories on the map in Priority order; If
Priority is Rising start at Territory 1 and work up to 9, and if
n Resolve any Battles Priority is Falling start at 9 and work down to 1.
m Player Actions l If there are any King's Forces in the selected Territory, work
n Resolve any Battles out the closest Territory or Territories in terms of number of
moves neccessary that matches the symbol on the card.
m Discard used Action Card
l Work out which adjacent Territory/Territories the King's
l King's Card Phase Forces would need to move to in order to take the shortest
path to the goal(s).
m Play Action Card
l If the target symbol is already in that Territory with the
m King's Action King's Forces, or if the Territory contains the both the King's
n Resolve any Battles and your Forces, they will not move.
m Player Actions l If the Territory contains a Castle, one Force will remain in
the Territory to defend the Castle, while the rest will move.
n Resolve any Battles
l If there is a tie in terms of distance to take to get to the
m Discard used Action Card closest relevant symbol, or two or more equidistant
symbols, the move taken will be determined by the Action
Phases Card's Priority - move to the highest numbered Territory of
Each turn has two phases; the Player Card Phase and the King's the evenly distant options if the priority is Rising, and the
Card Phase. In the Player Card Phase, you play a card from your lowest number of those tied if the priority is Falling. The
hand which determines the King's Action and your Command Points, Arrow thus shows the direction of travel; Rising to higher
then in the King's Card Phase you draw a card from the top of the options or Falling to lower ones.
deck for the King, which again determines the King's Action and your l Remember that the King can never have more than 5 units
Command Points. in any one Territory; if a move would cause him to go over
Other than the source of the Action card, both Phases are resolved in this limit some Forces must remain behind and not Move -
the same way. this could be some or all of them.
l Once you have completed the move, move on to the next
Play Action Card Territory in Priority order, until all Territories have been
At the start of the Player Card Phase, you must play an Action Card resolved.
from your hand to the table (not to the discard pile). Note that as Territories are worked through one at a time, this can
At the start of the King's Card Phase, you must instead draw an result in some of the King's Forces moving more than once in a
Action Card from the top of the deck to the table. single action if they move into a Territory which has not yet been
resolved - the King has a lot of resources at his disposal and can
In either case, this card will determine the King's Action, Command often move his forces quickly around the map as a result.
Points and Priority for the turn.
King's Movement Example Uncertain Orders

Your spies in the King's Court are not always perfect, and can't
always predict or influence the King's decisions in his madness; The
Cards symbol represents Uncertain Orders.
When an Action Card with Uncertain Orders is played, you must deal
the top card from the deck, and take the King's Action from that card
instead of the one played. The Command Points and Priority from the
card originally played remain in effect, only the King's Action is taken
from the newly drawn card.
If the newly drawn card also shows Uncertain Orders, keep drawing
until you get to a card that has a different King's Action. Any cards
drawn for Uncertain Orders are immediately added to the discard
pile.
Battle
The King (Red) has Forces in four Territories (3, 4, 7 and 9). The Any Territories containing both your Forces and the King's Forces
following Action Card is played: must fight a Battle for control of that Territory. Battles can take place
after the King's Action and/or the Player's Action, whenever there are
Territories to fight over.
The procedure for resolving Battles is as follows:
l Work through all Battles in Priority order
m Play an Action Card for its Battle Effects
m Draw for the King's Battle Effects
m Add Territory Battle Effects to the Defender
m Compare Swords and Shields, and remove
casualties
m Add Force numbers and Bugles to determine
winner
m Loser withdraws
The King's Action is therefore King's Movement towards closest
Player Forces, with a Falling Priority. l Resolve next Battle
The first Territory to consider is therefore 9, as it's the highest and Work through all Battles in Priority order
Priority is Falling. From 9, the closest Player Forces are in 2 and 5, Battles are resolved one after the other, in Priority order determined
equidistant at 3 moves away each. The possible moves are therefore by the Action Card played, so if Priority is Rising you will resolve
to 4 or 6, and with the Priority as Falling the correct move is to 4, as Battles in lower numbered Territories first, or if Priority is Falling you
it's the lowest of the options. However, as 9 contains a Castle, one of will start with the highest numbered Territories.
the King's Forces must remain behind to defend it, so only one of the
two Forces moves from 9 to 4. Play an Action Card for its Battle Effects
The King has no forces in 8, so it is skipped, and the next Territory to Select an Action Card from your hand, and play it to the table. This
consider is 7. Territory 7 has two adjacent Territories containing card will not be used for its Actions, but to determine your tactics for
Player Forces, so the possible moves are to 2 or 5, and with a Falling the Battle using the Battle Effects along the top of the card; Bugles,
Priority, this means the King's Forces will move to 2. As 7 has a Swords and Shields, which are used to determine the combat result:
Castle, one Force again remains behind, the other moves into 2.
Bugles are added to the surviving Forces to determine the winner.
With no King's Forces in 6 or 5, 4 is the next to consider. Again, the
Forces in 2 and 5 are equidistant, with possible moves into 7 or 8 as Swords are used to kill enemy Forces.
equally short moves to get to the targets, so 7 is chosen as the lower Shields are used to block enemy Swords.
option. The Forces in 4 therefore move to reinforce the castle in 7;
note that this means one of the Forces has moved twice, from 9 to 4 Whatever card you play will be discarded after the Battle, so will not
to 7 - this is correct and allowable. be used for its King's Action or Command Points, so select carefully.
For the Forces in 3 the decision is easy, they must move on 5, Draw for the King's Battle Effects
leaving one Force behind to defend the Castle.
Once you have played your Battle card, draw the top card of the deck
While there is now a King's Force in 2 attacking the Player's Forces, and place it next to your card, to determine the King's Battle Effects.
it will not move again, as it is already in Battle with them.
Add Territory Battle Effects to the Defender
There are no King's forces in 1, so all King's Movement is now
complete. Some Territories on the map, namely those with Castles, have
Bugles and/or Shields printed in them - when defending these
Final positions after King's Movement: Territories against attackers, you or the King will gain the benefit of
these extra symbols, in addition to those on the relevant Battle Card.
This benefit is only gained by the defender, not the attacking side
who just moved in to start the Battle.
Compare Swords and Shields, and remove casualties
Take the number of Swords on the King's Battle Card and deduct the
number of Shields you have played (including any defender territory
bonus). This is the number of casualties your side will take. If this
number is more than the number of Forces the King has in the
Territory, reduce the number to the same number as the King's
Forces - neither side can ever kill more Forces than they have
Forces in the Battle.
Repeat the procedure with your Swords and the King's Shields to
determine the number of casualties the King will take, again reducing
if you end up dealing more Casualties than you have Forces.
Casualities for both sides are considered to be simultaneous.
Once you have done this, remove the correct number of Casualties
for each side. Any excess casualities beyond the number of Forces
available to be killed are lost.
Add Force numbers and Bugles to determine winner Player Actions
If after removing casualties, only one side has Forces remaining, or Once the King's Action and any subsequent Battles are resolved, you
both sides have been completely destroyed, the Battle is over. If at may take Player Actions, spending the Command points from the
least one Force from each side remains, you must determine the Action Card played to Rally and Move Forces. The number of
winner of the Battle. Command Points you have available is equal to the number of Flags
at the bottom of the card.
Add the remaining number of Forces you have in the Territory to the
number of Bugles you have played, adding any territory defender You may take multiple Player Actions to spend these Command
Bonus. Do the same procedure for the King, and compare the two Points. You do not always have to use all the Command Points
numbers; the higher total number of Forces plus Bugles wins the available to you, but may never spend more than the number of
Battle. If the total numbers are drawn, the Defending side is Flags on the card, and may not store Command Points between
considered to have won the Battle. turns.
Loser withdraws There are two Player Actions available to you:
The winning Forces will remain in the Territory, but the losing Forces l Rally Force - 2 Command Points
must withdraw to an adjacent Territory.
l Move Forces - 1 Command Point
If you lost the Battle, you may chose which adjacent Territory to
withdraw to, with a couple of caveats; you may never withdraw to a Rally Force
Territory containing the King's Forces, and all of your Forces must Spend 2 Command Points and add one Force at a single Territory
withdraw together to the same Territory. you control containing a Castle. Always obey Force limits based on
Once you have withdrawn, double check your Force Limit, especially the Wheat symbols you control; you may never have more Forces in
if you have withdrawn into a Territory with more of your Forces, or one Territory than the number of Wheat symbols in Territories you
withdrawn from a Territory with a Wheat symbol. If you are over your control.
Force Limit in any Territory, remove the excess as normal. If you already have all of your Force tokens on the Board, you may
If the King loses the Battle, work out which Territories he could not Rally new Forces.
withdraw to (i.e. adjacent Territories not containing your Forces), and Move Forces
use the Priority arrow on the King's Battle Card to determine which
one he will withdraw to; the highest numbered option for a Rising Spend 1 Command Point to move any number of your Forces from
Priority or the lowest numbered option for a Falling Priority. one Territory to a single adjacent Territory, again obeying the Force
limits based on Wheat symbols at all times. You do not have to Move
If there are no possible Territories to withdraw to, because all all Forces from a Territory, and all those that do move must end up in
adjacent Territories contain enemy Forces, all losing Forces from the the same Territory.
Battle cannot escape and are removed as casualties.
If you move into a Territory with the King's Forces, a Battle will take
Resolve next Battle place after you have completed all your Player Actions. You do not
Once a Battle has been resolved, discard both Battle Cards played, count as controlling this Territory while the King still has Forces
and move on to the next Battle in Priority order, if there are any. If there, so may not increase Wheat limits or Rally Forces there until
not, Battle is complete, so move on to the next stage of the turn. after the Battle (if you win).
Battle Example There is no limit to the number of times you may Move Forces, even
the same Forces, during a turn, other than your available Command
Points.
Post Player Action Battles
Once you have finished taking Player Actions, you must resolve any
Battles which occur as a result of your moving into the Territories
with the King's Forces. These are resolved in exactly the same
manner as those after the King's Action, save that the King will now
be the Defender and benefit from any Territory Battle Effects.
Discard used Action Card
Once the Player Actions and any resulting Battles are complete,
discard the Action Card played.
King's Card Phase
After the Player Card Phase, when your Action card has been
resolved in full, with King's Action, Player Actions and any Battles,
the King gets to play an Action card of his own. Draw a card from the
top of the deck, and repeat all the turn steps as if you had played the
card; resolve the King's Action, any Battles, Player Actions, any
further Battles and then discard the card.
Other than the source of the Action card, the King's Card Phase is
resolved identically to the Player Card Phase.
Continue playing turns until you either win by controlling all four
Castles, or lose by no longer controlling your Castle in Territory 1.
Your 4 (Yellow) Forces are attacking the King's 2 Forces who are
defending the Castle in Territory 7.
May the Flames of Heaven guide you to victory, my Lord.
You play a card from your hand with 2 Bugles and 1 Sword.
_______________________________________________
You draw a card from the deck for the The King which has 3 Swords.
As the King is defending a Territory containing Battle symbols, he Designer's Notes
gains a Shield and Bugle; his total is 3 Swords, 1 Shield and 1 Bugle.
A Rusty Throne was created for the BoardGameGeek 2019
Your Sword is blocked by the King's Shield, so you inflict no Wargame Print and Play Contest. My goal was create a diceless
casualties on the King's Forces. "Dudes-on-a-Map" Wargame for one player, using elements from
Card Drived Games like Twilight Struggle and Paths of Glory, with a
The King's 3 Swords would kill 3 of your Forces, but since he only combat system reminiscent of A Game of Thrones or Kemet, and an
has 2 Forces in the Terrority, he can only kill a maximum of 2, so 2 of enemy AI that provides a challenge without requiring any overhead,
your Forces are removed as casualties. complex flowcharts, or player decisions to guide it.
You each have 2 Forces remaining in the Territory, so you must I'd be very happy to receive any feedback, and will likely be
resolve the winner. Adding together Bugles to surviving Forces, you amending the game a few times during the contest. You can
have a total of 4 and the King 3, so the King's Forces must withdraw. message on BGG as Zombocom, or comment in the WIP thread for
Because you have Forces in Territories 2 and 5, the only available the game:
options for the King's Forces to withdraw to are 4 and 8. The Priority https://boardgamegeek.com/article/32219949
on the King's Battle Card is Rising, so his Forces withdraw to
Territory 8. As this now means he has 6 Forces in the territory, he A Rusty Throne v1.1 - Copyright 2019 Barny Skinner
must remove one as he is over the Force limit for the Territory.
Icon Assets from The Noun Project

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